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; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
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ps.1.1
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tex t0 ; base color
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tex t1 ; cube map
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tex t3 ; detail texture
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mul r0, t0, c3 ; base times modulation
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mul r0.rgb, v0, r0 ; apply vertex lighting
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mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
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mul_x2 r0.rgb, r0, t3 ; detail texture
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mad r0.rgb, t1, c2, r0 ; + envmap * envmaptint (color only)
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#if WRITEONETODESTALPHA
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+mov r0.a, c4 ; make alpha 255
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#endif
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